Hi,
I have installed VS 2013 Pro and the full Android environment. When i launch unreal and select new project i can deploy fine to my nexus7 if its a blueprint project template, any project with c++ next to it fails to deploy.
- When I pick a c++ project it takes me to VS, where i compile it and run it in order to open the Unreal Editor.
- I select launch and my nexus7 is listed as a valid device, i select it. (making sure my nexus7 is ready)
- It begins building game for launch on nexus 7…and fails.
This is the log.
LogInit:Display: Running engine for game: codeSideScroller
LogInit: Version: 4.0.1-2027741+++depot+UE4-Releases+4.0
LogInit: Compiled (64-bit): Mar 17 2014 00:23:11
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.0
LogInit: Command line:
LogInit: Base directory: C:/Unreal4/Unreal Engine/4.0/Engine/Binaries/Win64/
LogTaskGraph: Started task graph with 3 named threads and 4 total threads.
LogOnline:Warning: No default platform service specified for OnlineSubsystem
LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
LogInit: Object subsystem initialized
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: ROAMER
LogInit: User: john
LogInit: CPU Page size=4096, Cores=4
LogInit: High frequency timer resolution =3.417966 MHz
LogInit: Memory total: Physical=15.9GB (16GB approx) Pagefile=131056.1GB Virtual=131072.0GB
LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 780 (Feature Level 11_0)
LogD3D11RHI: Adapter has 2963MB of dedicated video memory, 0MB of dedicated system memory, and 8163MB of shared system memory
LogD3D11RHI: Found D3D11 adapter 1: Microsoft Basic Render Driver (Feature Level 11_0)
LogD3D11RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip):
Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime)
Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport)
LogContentStreaming: Texture pool size is 0.000000MB
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogTargetPlatformManager:Display: Building Assets For Windows
LogTargetPlatformManager:Display: Building Assets For Windows
LogDerivedDataCache:Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.04s 51MB C:/ProgramData/Epic/Engine/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/ProgramData/Epic/Engine/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file …/…/…/…/…/…/Users/john/Documents/Unreal Projects/codeSideScroller/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/DDC.ddp.
LogDerivedDataCache: Using Local data cache path C:/ProgramData/Epic/Engine/DerivedDataCache: Writable
LogModuleManager:Warning: Found module file …/…/…/Engine/Plugins/Experimental/SlateComponentWrappers/Binaries/Win64/UE4Editor-SlateComponentWrapperEditor.dll (version 1 0 0 44392), but it was incompatible with the current engine version (4 0 0 0). This is likely a stale module that must be recompiled.
LogModuleManager:Warning: Found module file …/…/…/Engine/Plugins/Experimental/SlateComponentWrappers/Binaries/Win64/UE4Editor-SlateComponentWrapperRuntime.dll (version 1 0 0 44392), but it was incompatible with the current engine version (4 0 0 0). This is likely a stale module that must be recompiled.
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogEnum:Warning: Enum Text 1 for Enum ECustomDepth failed to resolve to any value
LogEnum:Warning: Enum Text 3 for Enum EEarlyZPass failed to resolve to any value
LogEnum:Warning: Enum Text 1 for Enum EClearSceneOptions failed to resolve to any value
LogEnum:Warning: Enum Text 4 for Enum ECompositingSampleCount failed to resolve to any value
Warning: Invalid UDP Messaging UnicastEndpoint ‘’ - binding to all local network adapters instead
Warning: Invalid UDP Messaging MulticastEndpoint ‘’ - using default endpoint ‘230.0.0.1:6666’ instead
UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogAssetRegistry: FAssetRegistry took 0.011463 seconds to start up
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
BlueprintLog: New page: Editor Load
LogObj: 21647 objects as part of root set at end of initial load.
LogUObjectAllocator: 4549224 out of 0 bytes used by permanent object pool.
LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip):
Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime)
Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport)
LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip):
Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime)
Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport)
LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip):
Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime)
Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport)
LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip):
Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime)
Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport)
LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip):
Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime)
Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport)
LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip):
Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime)
Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport)
LogEngine: Initializing Engine…
LogInit: XAudio2 using ‘Speakers (Realtek High Definition Audio)’ : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.02s 51MB C:/ProgramData/Epic/Engine/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogAnalytics: Creating configured Analytics provider AnalyticsET
LogAnalytics: ET APIKey = Rocket.Release. APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.0.1-2027741+++depot+UE4-Releases+4.0
LogAnalytics: SetUserId 8127fe33b9a4f6ddfff2e99a57df2a46
LogAnalytics: AnalyticsET::StartSession [Rocket.Release]
LogInit: Transaction tracking system initialized
LogModuleManager:Warning: ModuleManager: Unable to load module ‘’ because the file was not found.
LogModuleManager:Warning: ModuleManager: Unable to load module ‘’ because the file was not found.
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE="…/…/…/…/…/…/Users/john/Documents/Unreal Projects/codeSideScroller/Content/Maps/Example_Map.umap" TEMPLATE=0 SHOWPROGRESS=1 WORLDCOMPOSITION=0
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0000001A7CFB6DE0
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP
MapCheck: New page: Example_Map - 20 Mar 2014 18:50:49
MapCheck: Info ========== Map Check: 0 Error(s), 0 Warning(s), [45.396ms] ==========
LogFileHelpers: Loading map ‘Example_Map’ took 0.188
LogCollectionManager: Loaded 0 collections in 0.000858 seconds
LogCrashTracker: Crashtracker disabled due to settings.
Cmd: MODE PLACEMENT
LogLoad: Full Startup: 4.20 seconds (BP compile: 0.07 seconds)
LogTemp: StatMessage Packet has more than 200,000 messages. Ignoring for the presize history.
LogAssetRegistry: Asset discovery search completed in 1.222187 seconds
LogRenderer:Warning: Reallocating scene render targets to support 1520x1304.
LogEpicSurvey:Warning: EnumerateFiles request failed. Invalid response. code=403 error=
AccessDenied
Access Denied4AD1EAB7F1BA6760SKitYt9pXWavMmNR7lX4Z3qo6Ajq4E36Nquv+w4Te+tSHzJHHxyoQhmJLFrF1AJ8
LogEpicSurvey:Warning: EnumerateFiles request failed. Invalid response. code=403 error=
AccessDenied
Access Denied28CBBA4D24FEA5F6TDb+BMVbce8+0/9zdpJydRX1d07lPpyhhAiqqKbl4AefvJyhrTabDvHeLtV0EYwZ
LogEpicSurvey:Warning: EnumerateFiles request failed. Invalid response. code=403 error=
AccessDenied
Access Denied7ECD0BA04DAEE5B8B4MAPAoJH6dIxefidXfoMLbpagZzU5lb6CaxpyOGwCvlUdpyRU6h+eoxeGzXboWZ
LogSavePackage: Save=80.518356ms
LogSavePackage: Moving ‘…/…/…/…/…/…/Users/john/Documents/Unreal Projects/codeSideScroller/Saved//UEDPCExample_Map88777DA841D7DB8E22C0F2BB9B22FBC0.tmp’ to ‘…/…/…/…/…/…/Users/john/Documents/Unreal Projects/codeSideScroller/Saved/Autosaves/Game/Maps/UEDPCExample_Map.umap’
LogPlayLevel:Display: Running AutomationTool…
LogPlayLevel:Display: Program.Main: Running on WindowsHostPlatform
LogPlayLevel:Display: Program.Main: CWD=C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET
LogPlayLevel:Display: Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=C:/Users/john/Documents/Unreal Projects/codeSideScroller/codeSideScroller.uproject -noP4 -platform=Android -clientconfig=Development -serverconfig=Development -nocompile -rocket -build -skipcook -NoCompile
LogPlayLevel:Display: Automation.Process: IsBuildMachine=False
LogPlayLevel:Display: Automation.Process: ShouldKillProcesses=True
LogPlayLevel:Display: Automation.Process: Setting up command environment.
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\AutomationTool.exe=True
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Unreal4/Unreal Engine/4.0
LogPlayLevel:Display: CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\AutomationTool.exe=True
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Unreal4/Unreal Engine/4.0
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved/Logs
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools…\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
LogPlayLevel:Display: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\john\AppData\Local\Temp\HarvestEnvVars.txt
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\AppData\Local\Temp\HarvestEnvVars.bat=True
LogPlayLevel:Display: CommandUtils.Run: Run: C:\Users\john\AppData\Local\Temp\HarvestEnvVars.bat
LogPlayLevel:Display: HarvestEnvVars:
LogPlayLevel:Display: HarvestEnvVars: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET>call “C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools…\VC\bin\x86_amd64\vcvarsx86_amd64.bat”
LogPlayLevel:Display: HarvestEnvVars:
LogPlayLevel:Display: HarvestEnvVars: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET>set 1>“C:\Users\john\AppData\Local\Temp\HarvestEnvVars.txt”
LogPlayLevel:Display: CommandUtils.Run: Run: Took 0.3000167s to run HarvestEnvVars.bat
LogPlayLevel:Display: CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework
LogPlayLevel:Display: CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable VS120COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
LogPlayLevel:Display: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True
LogPlayLevel:Display: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
LogPlayLevel:Display: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools…\IDE\Devenv.com
LogPlayLevel:Display: CommandEnvironment.LogSettings: Command Environment settings:
LogPlayLevel:Display: CommandEnvironment.LogSettings: CmdExe=C:\WINDOWS\system32\cmd.exe
LogPlayLevel:Display: CommandEnvironment.LogSettings: EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved
LogPlayLevel:Display: CommandEnvironment.LogSettings: HasCapabilityToCompile=True
LogPlayLevel:Display: CommandEnvironment.LogSettings: LocalRoot=C:/Unreal4/Unreal Engine/4.0
LogPlayLevel:Display: CommandEnvironment.LogSettings: LogFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved/Logs
LogPlayLevel:Display: CommandEnvironment.LogSettings: MountExe=C:\WINDOWS\system32\mount.exe
LogPlayLevel:Display: CommandEnvironment.LogSettings: MsBuildExe=C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
LogPlayLevel:Display: CommandEnvironment.LogSettings: MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools…\IDE\Devenv.com
LogPlayLevel:Display: CommandEnvironment.LogSettings: RobocopyExe=C:\WINDOWS\system32\robocopy.exe
LogPlayLevel:Display: CommandEnvironment.LogSettings: TimestampAsString=2014-03-20_18.52.44
LogPlayLevel:Display: CommandEnvironment.LogSettings: UATExe=C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\AutomationTool.exe
LogPlayLevel:Display: Automation.Process: Compiling scripts.
LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 3 script DLL(s).
LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\AutomationScripts.Automation.dll
LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Win.Automation.dll
LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Android\Android.Automation.dll
LogPlayLevel:Display: Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Win.Automation.dll.
LogPlayLevel:Display: Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Win.Automation.dll.
LogPlayLevel:Display: Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Android\Android.Automation.dll.
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: Mac
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: PS4
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: IOS
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: HTML5
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: Linux
LogPlayLevel:Display: CommandUtils.InitP4Support: Initializing AllowSubmit.
LogPlayLevel:Display: CommandUtils.InitP4Support: AllowSubmit=False
LogPlayLevel:Display: CommandUtils.InitP4Support: Initializing P4Enabled.
LogPlayLevel:Display: CommandUtils.InitP4Support: P4Enabled=False
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:/Users/john/Documents/Unreal Projects/codeSideScroller/codeSideScroller.uproject=True
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:/Users/john/Documents/Unreal Projects/codeSideScroller/codeSideScroller.uproject=True
LogPlayLevel:Display: BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject
LogPlayLevel:Display: ProjectUtils.DetectTargetsForProject: Looking for targets for project C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject
LogPlayLevel:Display: ProjectUtils.DetectTargetsForProject: Searching for target rule files in C:\Users\john\Documents\Unreal Projects\codeSideScroller
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\AppData\Local\Temp\UATRules1008648605.dll=False
LogPlayLevel:Display: ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\john\AppData\Local\Temp\UATRules1008648605.dll
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Project Params **************
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Archive=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\john\Documents\Unreal Projects\codeSideScroller\ArchivedBuilds
LogPlayLevel:Display: ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Saved\StagedBuilds
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Build=True
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Cook=True
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Clean=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Client=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ClientCookedTargets=codeSideScroller
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ClientTargetPlatform=Android
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Compressed=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: CookFlavor=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: CookOnTheFly=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: DedicatedServer=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: DirectoriesToCook=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: EditorTargets=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Foreign=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: IsCodeBasedProject=True
LogPlayLevel:Display: ProjectParams.ValidateAndLog: IsProgramTarget=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: IterativeCooking=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: LogWindow=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Manifests=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: MapToRun=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoClient=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: NumClients=0
LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoDebugInfo=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoCleanStage=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoXGE=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: MapsToCook=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Pak=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: NullRHI=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: FakeClient=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: EditorTest=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: RunAutomationTests=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: RunAutomationTest=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: CrashIndex=0
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProgramTargets=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android\codeSideScroller
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android\codeSideScroller
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Distribution=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Rocket=True
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Run=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ServerCookedTargets=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ServerTargetPlatform=Android
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ShortProjectName=codeSideScroller
LogPlayLevel:Display: ProjectParams.ValidateAndLog: SignedPak=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: SignPak=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipCook=True
LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipPak=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipStage=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Stage=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: bUsesSteam=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: bUsesSlate=True
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Project Params **************
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject=True
LogPlayLevel:Display: BuildCookRun.GetDefaultMap: Trying to find DefaultMap in ini files
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\Config\DefaultEngine.ini=True
LogPlayLevel:Display: BuildCookRun.GetDefaultMap: Looking for DefaultMap in C:\Users\john\Documents\Unreal Projects\codeSideScroller\Config\DefaultEngine.ini
LogPlayLevel:Display: InternalUtils.SafeReadAllLines: SafeReadAllLines C:\Users\john\Documents\Unreal Projects\codeSideScroller\Config\DefaultEngine.ini
LogPlayLevel:Display: BuildCookRun.GetDefaultMap: Found DefaultMap=/Game/Maps/Example_Map
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject=True
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject=True
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=False
LogPlayLevel:Display: UE4Build.Build: XGE was requested, but is unavailable, so we won’t use it.
LogPlayLevel:Display: UE4Build.Build: ************************* UE4Build:
LogPlayLevel:Display: UE4Build.Build: ************************* ForceMonolithic:
LogPlayLevel:Display: UE4Build.Build: ************************* ForceNonUnity:
LogPlayLevel:Display: UE4Build.Build: ************************* ForceDebugInfo:
LogPlayLevel:Display: UE4Build.Build: ************************* UseXGE:
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
LogPlayLevel:Display: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Build\Manifest.xml
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
LogPlayLevel:Display: CommandUtils.RunAndLog: Running C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development -generatemanifest “C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject” -noxge -rocket
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
LogPlayLevel:Display: CommandUtils.Run: Run: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development -generatemanifest “C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject” -noxge -rocket
LogPlayLevel:Display: CommandUtils.Run: Run: Took 0.6830393s to run UnrealBuildTool.exe
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate/Build/Manifest.xml=True
LogPlayLevel:Display: InternalUtils.SafeCopyFile: SafeCopyFile C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Build\Manifest.xml C:\Unreal4\Unreal Engine\4.0\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml
LogPlayLevel:Display: UE4Build.PrepareManifest: Copied UBT manifest to C:\Unreal4\Unreal Engine\4.0\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
LogPlayLevel:Display: CommandUtils.RunAndLog: Running C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development “C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject” -noxge -rocket
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
LogPlayLevel:Display: CommandUtils.Run: Run: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development “C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject” -noxge -rocket
LogPlayLevel:Display: UnrealBuildTool: Compiling with NDK API ‘android-19’
LogPlayLevel:Display: UnrealBuildTool: Parsing headers for codeSideScroller
LogPlayLevel:Display: UnrealBuildTool: Code generation finished for codeSideScroller and took 2.247
LogPlayLevel:Display: UnrealBuildTool: clang++.exe codeSideScroller.h
LogPlayLevel:Display: UnrealBuildTool: clang++.exe UELinkerFixupsName.h
LogPlayLevel:Display: UnrealBuildTool: clang++.exe UELinkerFixups.cpp
LogPlayLevel:Display: UnrealBuildTool: clang++.exe codeSideScrollerGameMode.cpp
LogPlayLevel:Display: UnrealBuildTool: clang++.exe codeSideScrollerCharacter.cpp
LogPlayLevel:Display: UnrealBuildTool: clang++.exe codeSideScroller.cpp
LogPlayLevel:Display: UnrealBuildTool: clang++.exe codeSideScroller-armv7.so
LogPlayLevel:Display: UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
LogPlayLevel:Display: UnrealBuildTool: Cumulative action seconds (8 processors): 0.00 building projects, 32.34 compiling, 0.00 creating app bundles, 0.00 generating debug info, 10.98 linking, 0.00 other
LogPlayLevel:Display: UnrealBuildTool: UBT execution time: 35.02 seconds
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: Deleting: C:\Users\john\Documents\Unreal Projects\codeSideScroller/Intermediate/Android/APK
LogPlayLevel:Display: UnrealBuildTool: Building with SDK API ‘android-19’
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: Running: C:\NVPACK\android-sdk-windows/tools/android.bat update project --name codeSideScroller --path . --target android-19
LogPlayLevel:Display: UnrealBuildTool: Updated project.properties
LogPlayLevel:Display: UnrealBuildTool: Updated local.properties
LogPlayLevel:Display: UnrealBuildTool: Added file C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\build.xml
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: Running: C:\NVPACK\android-ndk-r9c/ndk-build.cmd NDK_DEBUG=1
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: Running: /c “C:\NVPACK\apache-ant-1.8.2/bin/ant.bat” debug
LogPlayLevel:Display: UnrealBuildTool: Buildfile: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\build.xml
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -set-mode-check:
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -set-debug-files:
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -check-env:
LogPlayLevel:Display: UnrealBuildTool: [checkenv] Android SDK Tools Revision 22.3.0
LogPlayLevel:Display: UnrealBuildTool: [checkenv] Installed at C:\NVPACK\android-sdk-windows
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -setup:
LogPlayLevel:Display: UnrealBuildTool: [echo] Project Name: codeSideScroller
LogPlayLevel:Display: UnrealBuildTool: [gettype] Project Type: Application
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -set-debug-mode:
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -debug-obfuscation-check:
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -pre-build:
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -build-setup:
LogPlayLevel:Display: UnrealBuildTool: [getbuildtools] Using latest Build Tools: 19.0.1
LogPlayLevel:Display: UnrealBuildTool: [echo] Resolving Build Target for codeSideScroller…
LogPlayLevel:Display: UnrealBuildTool: [gettarget] Project Target: Android 4.4.2
LogPlayLevel:Display: UnrealBuildTool: [gettarget] API level: 19
LogPlayLevel:Display: UnrealBuildTool: [echo] ----------
LogPlayLevel:Display: UnrealBuildTool: [echo] Creating output directories if needed…
LogPlayLevel:Display: UnrealBuildTool: [mkdir] Created dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin
LogPlayLevel:Display: UnrealBuildTool: [mkdir] Created dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res
LogPlayLevel:Display: UnrealBuildTool: [mkdir] Created dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\rsObj
LogPlayLevel:Display: UnrealBuildTool: [mkdir] Created dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\rsLibs
LogPlayLevel:Display: UnrealBuildTool: [mkdir] Created dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\gen
LogPlayLevel:Display: UnrealBuildTool: [mkdir] Created dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\classes
LogPlayLevel:Display: UnrealBuildTool: [mkdir] Created dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\dexedLibs
LogPlayLevel:Display: UnrealBuildTool: [echo] ----------
LogPlayLevel:Display: UnrealBuildTool: [echo] Resolving Dependencies for codeSideScroller…
LogPlayLevel:Display: UnrealBuildTool: [dependency] Library dependencies:
LogPlayLevel:Display: UnrealBuildTool: [dependency] No Libraries
LogPlayLevel:Display: UnrealBuildTool: [dependency]
LogPlayLevel:Display: UnrealBuildTool: [dependency] ------------------
LogPlayLevel:Display: UnrealBuildTool: [echo] ----------
LogPlayLevel:Display: UnrealBuildTool: [echo] Building Libraries with ‘debug’…
LogPlayLevel:Display: UnrealBuildTool: [subant] No sub-builds to iterate on
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -code-gen:
LogPlayLevel:Display: UnrealBuildTool: [mergemanifest] Merging AndroidManifest files into one.
LogPlayLevel:Display: UnrealBuildTool: [mergemanifest] Manifest merger disabled. Using project manifest only.
LogPlayLevel:Display: UnrealBuildTool: [echo] Handling aidl files…
LogPlayLevel:Display: UnrealBuildTool: [aidl] No AIDL files to compile.
LogPlayLevel:Display: UnrealBuildTool: [echo] ----------
LogPlayLevel:Display: UnrealBuildTool: [echo] Handling RenderScript files…
LogPlayLevel:Display: UnrealBuildTool: [echo] ----------
LogPlayLevel:Display: UnrealBuildTool: [echo] Handling Resources…
LogPlayLevel:Display: UnrealBuildTool: [aapt] Generating resource IDs…
LogPlayLevel:Display: UnrealBuildTool: [echo] ----------
LogPlayLevel:Display: UnrealBuildTool: [echo] Handling BuildConfig class…
LogPlayLevel:Display: UnrealBuildTool: [buildconfig] Generating BuildConfig class.
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -pre-compile:
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -compile:
LogPlayLevel:Display: UnrealBuildTool: [javac] Compiling 4 source files to C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\classes
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -post-compile:
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -obfuscate:
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -dex:
LogPlayLevel:Display: UnrealBuildTool: [dex] input: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\classes
LogPlayLevel:Display: UnrealBuildTool: [dex] Converting compiled files and external libraries into C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\classes.dex…
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -crunch:
LogPlayLevel:Display: UnrealBuildTool: [crunch] Crunching PNG Files in source dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\res
LogPlayLevel:Display: UnrealBuildTool: [crunch] To destination dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res
LogPlayLevel:Display: UnrealBuildTool: [crunch] Processing image to cache: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\res\drawable-hdpi\icon.png => C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-hdpi\icon.png
LogPlayLevel:Display: UnrealBuildTool: [crunch] (processed image to cache entry C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-hdpi\icon.png: 40% size of source)
LogPlayLevel:Display: UnrealBuildTool: [crunch] Processing image to cache: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\res\drawable-ldpi\icon.png => C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-ldpi\icon.png
LogPlayLevel:Display: UnrealBuildTool: [crunch] (processed image to cache entry C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-ldpi\icon.png: 0% size of source)
LogPlayLevel:Display: UnrealBuildTool: [crunch] Processing image to cache: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\res\drawable-mdpi\icon.png => C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-mdpi\icon.png
LogPlayLevel:Display: UnrealBuildTool: [crunch] (processed image to cache entry C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-mdpi\icon.png: 0% size of source)
LogPlayLevel:Display: UnrealBuildTool: [crunch] Processing image to cache: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\res\drawable-xhdpi\icon.png => C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-xhdpi\icon.png
LogPlayLevel:Display: UnrealBuildTool: [crunch] (processed image to cache entry C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-xhdpi\icon.png: 60% size of source)
LogPlayLevel:Display: UnrealBuildTool: [crunch] Processing image to cache: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\res\drawable\icon.png => C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable\icon.png
LogPlayLevel:Display: UnrealBuildTool: [crunch] (processed image to cache entry C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable\icon.png: 0% size of source)
LogPlayLevel:Display: UnrealBuildTool: [crunch] Crunched 5 PNG files to update cache
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -package-resources:
LogPlayLevel:Display: UnrealBuildTool: [aapt] Creating full resource package…
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -package:
LogPlayLevel:Display: UnrealBuildTool: [apkbuilder] Current build type is different than previous build: forced apkbuilder run.
LogPlayLevel:Display: UnrealBuildTool: [apkbuilder] Creating codeSideScroller-debug-unaligned.apk and signing it with a debug key…
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -post-package:
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -do-debug:
LogPlayLevel:Display: UnrealBuildTool: [zipalign] Running zip align on final apk…
LogPlayLevel:Display: UnrealBuildTool: [echo] Debug Package: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\codeSideScroller-debug.apk
LogPlayLevel:Display: UnrealBuildTool: [propertyfile] Creating new property file: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\build.prop
LogPlayLevel:Display: UnrealBuildTool: [propertyfile] Updating property file: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\build.prop
LogPlayLevel:Display: UnrealBuildTool: [propertyfile] Updating property file: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\build.prop
LogPlayLevel:Display: UnrealBuildTool: [propertyfile] Updating property file: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\build.prop
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: -post-build:
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: debug:
LogPlayLevel:Display: UnrealBuildTool:
LogPlayLevel:Display: UnrealBuildTool: BUILD SUCCESSFUL
LogPlayLevel:Display: UnrealBuildTool: Total time: 12 seconds
LogPlayLevel:Display: CommandUtils.Run: Run: Took 50.778905s to run UnrealBuildTool.exe
LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel:Display: Program.Main: ERROR: Exception in Android.Automation: Object reference not set to an instance of an object.
LogPlayLevel:Display: Stacktrace: at AndroidPlatform.PostBuildTarget(UE4Build Build, String ProjectName, String UProjectPath, String Config)
LogPlayLevel:Display: at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity)
LogPlayLevel:Display: at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity) LogPlayLevel:Display: at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) LogPlayLevel:Display: at BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel:Display: at BuildCommand.Execute() LogPlayLevel:Display: at AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel:Display: at AutomationTool.Automation.Process(String[] CommandLine)
LogPlayLevel:Display: at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:Display: at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
LogPlayLevel:Display: at AutomationTool.Program.Main()
LogPlayLevel:Display: Program.Main: ERROR: Object reference not set to an instance of an object.
LogPlayLevel:Display: copying UAT log files…
LogPlayLevel:Display: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogPlayLevel:Display: BUILD FAILED
LogSavePackage: Save=59.381809ms
LogSavePackage: Moving ‘…/…/…/…/…/…/Users/john/Documents/Unreal Projects/codeSideScroller/Saved//UEDPCExample_MapD50D478C4DF171ECF6CA4C8C140D103D.tmp’ to ‘…/…/…/…/…/…/Users/john/Documents/Unreal Projects/codeSideScroller/Saved/Autosaves/Game/Maps/UEDPCExample_Map.umap’
LogPlayLevel:Display: Running AutomationTool…
LogPlayLevel:Display: Program.Main: Running on WindowsHostPlatform
LogPlayLevel:Display: Program.Main: CWD=C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET
LogPlayLevel:Display: Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=C:/Users/john/Documents/Unreal Projects/codeSideScroller/codeSideScroller.uproject -noP4 -platform=Android -clientconfig=Development -serverconfig=Development -nocompile -rocket -build -skipcook -NoCompile
LogPlayLevel:Display: Automation.Process: IsBuildMachine=False
LogPlayLevel:Display: Automation.Process: ShouldKillProcesses=True
LogPlayLevel:Display: Automation.Process: Setting up command environment.
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\AutomationTool.exe=True
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Unreal4/Unreal Engine/4.0
LogPlayLevel:Display: CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\AutomationTool.exe=True
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Unreal4/Unreal Engine/4.0
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved/Logs
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools…\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
LogPlayLevel:Display: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\john\AppData\Local\Temp\HarvestEnvVars.txt
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\AppData\Local\Temp\HarvestEnvVars.bat=True
LogPlayLevel:Display: CommandUtils.Run: Run: C:\Users\john\AppData\Local\Temp\HarvestEnvVars.bat
LogPlayLevel:Display: HarvestEnvVars:
LogPlayLevel:Display: HarvestEnvVars: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET>call “C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools…\VC\bin\x86_amd64\vcvarsx86_amd64.bat”
LogPlayLevel:Display: HarvestEnvVars:
LogPlayLevel:Display: HarvestEnvVars: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET>set 1>“C:\Users\john\AppData\Local\Temp\HarvestEnvVars.txt”
LogPlayLevel:Display: CommandUtils.Run: Run: Took 0.3250181s to run HarvestEnvVars.bat
LogPlayLevel:Display: CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework
LogPlayLevel:Display: CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework
LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True
LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable VS120COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
LogPlayLevel:Display: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True
LogPlayLevel:Display: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
LogPlayLevel:Display: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools…\IDE\Devenv.com
LogPlayLevel:Display: CommandEnvironment.LogSettings: Command Environment settings:
LogPlayLevel:Display: CommandEnvironment.LogSettings: CmdExe=C:\WINDOWS\system32\cmd.exe
LogPlayLevel:Display: CommandEnvironment.LogSettings: EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved
LogPlayLevel:Display: CommandEnvironment.LogSettings: HasCapabilityToCompile=True
LogPlayLevel:Display: CommandEnvironment.LogSettings: LocalRoot=C:/Unreal4/Unreal Engine/4.0
LogPlayLevel:Display: CommandEnvironment.LogSettings: LogFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved/Logs
LogPlayLevel:Display: CommandEnvironment.LogSettings: MountExe=C:\WINDOWS\system32\mount.exe
LogPlayLevel:Display: CommandEnvironment.LogSettings: MsBuildExe=C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
LogPlayLevel:Display: CommandEnvironment.LogSettings: MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools…\IDE\Devenv.com
LogPlayLevel:Display: CommandEnvironment.LogSettings: RobocopyExe=C:\WINDOWS\system32\robocopy.exe
LogPlayLevel:Display: CommandEnvironment.LogSettings: TimestampAsString=2014-03-20_18.55.33
LogPlayLevel:Display: CommandEnvironment.LogSettings: UATExe=C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\AutomationTool.exe
LogPlayLevel:Display: Automation.Process: Compiling scripts.
LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 3 script DLL(s).
LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\AutomationScripts.Automation.dll
LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Win.Automation.dll
LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Android\Android.Automation.dll
LogPlayLevel:Display: Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Win.Automation.dll.
LogPlayLevel:Display: Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Win.Automation.dll.
LogPlayLevel:Display: Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Android\Android.Automation.dll.
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: Mac
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: PS4
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: IOS
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: HTML5
LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: Linux
LogPlayLevel:Display: CommandUtils.InitP4Support: Initializing AllowSubmit.
LogPlayLevel:Display: CommandUtils.InitP4Support: AllowSubmit=False
LogPlayLevel:Display: CommandUtils.InitP4Support: Initializing P4Enabled.
LogPlayLevel:Display: CommandUtils.InitP4Support: P4Enabled=False
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:/Users/john/Documents/Unreal Projects/codeSideScroller/codeSideScroller.uproject=True
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:/Users/john/Documents/Unreal Projects/codeSideScroller/codeSideScroller.uproject=True
LogPlayLevel:Display: BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject
LogPlayLevel:Display: ProjectUtils.DetectTargetsForProject: Looking for targets for project C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject
LogPlayLevel:Display: ProjectUtils.DetectTargetsForProject: Searching for target rule files in C:\Users\john\Documents\Unreal Projects\codeSideScroller
LogPlayLevel:Display: ProjectUtils.DetectTargetsForProject: Targets DLL C:\Users\john\AppData\Local\Temp\UATRules1008648605.dll is up to date.
LogPlayLevel:Display: ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\john\AppData\Local\Temp\UATRules1008648605.dll
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Project Params **************
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Archive=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\john\Documents\Unreal Projects\codeSideScroller\ArchivedBuilds
LogPlayLevel:Display: ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Saved\StagedBuilds
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Build=True
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Cook=True
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Clean=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Client=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ClientCookedTargets=codeSideScroller
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ClientTargetPlatform=Android
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Compressed=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: CookFlavor=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: CookOnTheFly=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: DedicatedServer=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: DirectoriesToCook=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: EditorTargets=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Foreign=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: IsCodeBasedProject=True
LogPlayLevel:Display: ProjectParams.ValidateAndLog: IsProgramTarget=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: IterativeCooking=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: LogWindow=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Manifests=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: MapToRun=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoClient=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: NumClients=0
LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoDebugInfo=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoCleanStage=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoXGE=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: MapsToCook=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Pak=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: NullRHI=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: FakeClient=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: EditorTest=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: RunAutomationTests=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: RunAutomationTest=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: CrashIndex=0
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProgramTargets=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android\codeSideScroller
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android\codeSideScroller
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Distribution=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Rocket=True
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Run=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ServerCookedTargets=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ServerTargetPlatform=Android
LogPlayLevel:Display: ProjectParams.ValidateAndLog: ShortProjectName=codeSideScroller
LogPlayLevel:Display: ProjectParams.ValidateAndLog: SignedPak=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: SignPak=
LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipCook=True
LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipPak=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipStage=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Stage=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: bUsesSteam=False
LogPlayLevel:Display: ProjectParams.ValidateAndLog: bUsesSlate=True
LogPlayLevel:Display: ProjectParams.ValidateAndLog: Project Params **************
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject=True
LogPlayLevel:Display: BuildCookRun.GetDefaultMap: Trying to find DefaultMap in ini files
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\Config\DefaultEngine.ini=True
LogPlayLevel:Display: BuildCookRun.GetDefaultMap: Looking for DefaultMap in C:\Users\john\Documents\Unreal Projects\codeSideScroller\Config\DefaultEngine.ini
LogPlayLevel:Display: InternalUtils.SafeReadAllLines: SafeReadAllLines C:\Users\john\Documents\Unreal Projects\codeSideScroller\Config\DefaultEngine.ini
LogPlayLevel:Display: BuildCookRun.GetDefaultMap: Found DefaultMap=/Game/Maps/Example_Map
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject=True
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject=True
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=False
LogPlayLevel:Display: UE4Build.Build: XGE was requested, but is unavailable, so we won’t use it.
LogPlayLevel:Display: UE4Build.Build: ************************* UE4Build:
LogPlayLevel:Display: UE4Build.Build: ************************* ForceMonolithic:
LogPlayLevel:Display: UE4Build.Build: ************************* ForceNonUnity:
LogPlayLevel:Display: UE4Build.Build: ************************* ForceDebugInfo:
LogPlayLevel:Display: UE4Build.Build: ************************* UseXGE:
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
LogPlayLevel:Display: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Build\Manifest.xml
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
LogPlayLevel:Display: CommandUtils.RunAndLog: Running C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development -generatemanifest “C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject” -noxge -rocket
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
LogPlayLevel:Display: CommandUtils.Run: Run: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development -generatemanifest “C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject” -noxge -rocket
LogPlayLevel:Display: CommandUtils.Run: Run: Took 0.5820336s to run UnrealBuildTool.exe
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate/Build/Manifest.xml=True
LogPlayLevel:Display: InternalUtils.SafeCopyFile: SafeCopyFile C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Build\Manifest.xml C:\Unreal4\Unreal Engine\4.0\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml
LogPlayLevel:Display: UE4Build.PrepareManifest: Copied UBT manifest to C:\Unreal4\Unreal Engine\4.0\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
LogPlayLevel:Display: CommandUtils.RunAndLog: Running C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development “C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject” -noxge -rocket
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
LogPlayLevel:Display: CommandUtils.Run: Run: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development “C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject” -noxge -rocket
LogPlayLevel:Display: UnrealBuildTool: Compiling with NDK API ‘android-19’
LogPlayLevel:Display: UnrealBuildTool: Target is up to date.
LogPlayLevel:Display: UnrealBuildTool: C:\Users\john\Documents\Unreal Projects\codeSideScroller/Binaries/Android/codeSideScroller-armv7.apk is up to date (compared to the .so and .java input files)
LogPlayLevel:Display: CommandUtils.Run: Run: Took 1.0390589s to run UnrealBuildTool.exe
LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel:Display: Program.Main: ERROR: Exception in Android.Automation: Object reference not set to an instance of an object.
LogPlayLevel:Display: Stacktrace: at AndroidPlatform.PostBuildTarget(UE4Build Build, String ProjectName, String UProjectPath, String Config)
LogPlayLevel:Display: at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity)
LogPlayLevel:Display: at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity) LogPlayLevel:Display: at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) LogPlayLevel:Display: at BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel:Display: at BuildCommand.Execute() LogPlayLevel:Display: at AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel:Display: at AutomationTool.Automation.Process(String[] CommandLine)
LogPlayLevel:Display: at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:Display: at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
LogPlayLevel:Display: at AutomationTool.Program.Main()
LogPlayLevel:Display: Program.Main: ERROR: Object reference not set to an instance of an object.
LogPlayLevel:Display: copying UAT log files…
LogPlayLevel:Display: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogPlayLevel:Display: BUILD FAILED
Can anyone see where I’m going wrong? Thanks